Aabahran

Edges

edited by Erelei · · 5 revisions
Contents
Contents

Edges are permanent bonuses bought with roleplay points. Each one costs between 50 and 150 RP, and each one changes a specific mechanic rather than giving a broad stat boost. Look one up in game with discuss help <edge>.

Edges are currently disabled from purchase. The Immortals can still award them.

Edge List

# Edge RP Effect
1 Ambidextrous Disarmer 75 Warriors only. Better odds to disarm an offhand weapon.
13 Cunning Businessman 100 Shop prices drop 10%.
22 Expert Packer 100 Containers hold more items and more weight.
7 Hunter of the Damned 150 +20% weapon damage against demons.
8 Hunter of the Dead 150 +20% weapon damage against the undead.
23 Hunter of the Righteous 150 +20% weapon damage against crusaders.
6 Hunter of the Virtuous 150 +20% weapon damage against avatars.
16 Iron Grip 150 Harder to disarm, with powergrip messaging.
18 Lucky Bastard 150 10% chance to survive an assassination.
4 Meet with the Landslide 100 Warriors only. Bash does bonus damage equal to your level.
19 Quickened Feet 150 Projectiles miss more and hurt less.
3 Restful Body 50 More hit points per tick while resting or sleeping.
2 Stalwart of Faith 50 Curse lands 3 levels weaker.
20 Strength of the Ox 100 Carry an extra 100 lbs.
10 Strong Legs 75 More moves per tick.
11 Strong Mind 75 More mana per tick while resting, sleeping, or meditating.
15 Strong of Flesh 150 Plague, poison, and dysentery land weaker.
14 Thickened Skin 75 Permanent -25 to all four armor classes.
5 Thrusting Shield 100 Warriors only. Shield bash adds 1.5 rounds of lag.
12 Unshaken Believer 100 Blasphemy lands 3 levels weaker.
17 Watchful Eye 100 Plant, pry, and steal are 20% less likely to work on you.
21 Well Prepared 100 Carry 2 more items than your race allows.
9 Zealous Faith 75 Warcry, endure, totems canticle, and bless all hit harder.

The number column matches the in game list order.

Combat

Ambidextrous Disarmer

75 RP. Warriors only.

Gives a +10% chance to disarm your opponent's offhand weapon when they dual wield.

In game You can more easily disarm your opponents with your offhand.

Meet with the Landslide

100 RP. Warriors only.

You do additional damage equal to your level when you bash.

Seen by Message
Attacker Meeting with the Landslide, you slam into [Victim], and send [him/her/it] barreling forward!
Victim [Attacker] sends you barreling forward with a powerful bash!
Everyone else [Attacker] sends [Victim] barreling forward with a powerful bash.

In game You've learned to meet with the landslide, landing more powerful bashes.

Thrusting Shield

100 RP. Warriors only.

Adds 1.5 rounds of lag to shield bashes.

In game You've learned how to knock your opponents down with your shield.

Hunter of the Damned

150 RP.

Adds 20% to your weapon damage against demons, calculated before damage roll.

In game You're a demon hunter, thus your weapons burn them with holy psalms.

Hunter of the Dead

150 RP.

Adds 20% to your weapon damage against the undead, calculated before damage roll. This includes liches and vampires.

In game You're an undead hunter, thus your weapons burn them with holy light.

Hunter of the Righteous

150 RP.

Adds 20% to your weapon damage against crusaders, calculated before damage roll.

In game You've learned the weaknesses of those dedicated to armor and weapon enhancements, thus your weapons damage them more.

Hunter of the Virtuous

150 RP.

Adds 20% to your weapon damage against avatars, calculated before damage roll.

In game You've learned the weaknesses of those blessed of light, thus your weapons easily slice through them.

Zealous Faith

75 RP.

warcry, endure, totems canticle, and bless all become more powerful. Every number below assumes level 50.

Skill Hitroll Damroll Save vs Spell
Warcry 6 to 8 3 to 5 -6 to -9
Endure 3 to 5 3 to 5 -9 to -12
Totems canticle 6 to 8 3 to 5 -6 to -9

Endure also needs 100% proficiency to reach -12.

Bless scales by the religion of the target.

Religion Stat Normal Zealous
Life Hit points 25 50
Life Hit gain 10 15
Life Hitroll 6 9
Death Save vs malediction -12 -17
Chance Luck 4 7
Chance Hitroll 6 9
Chance Damroll 6 9
Chance Armor class -50 -75
Chance Save vs spell -4 -7
Knowledge Mana gain 10 15
Knowledge Save vs spell -6 -9
Knowledge Weapon proficiency, cast on another 1 2
Knowledge Weapon proficiency, cast on self 3 4
Faith and NPCs Hitroll 4 7
Faith and NPCs Damroll 4 7
Faith and NPCs Save vs spell -4 -7

Bless numbers assume a level 50 caster.

In game You're more virtuous than your peers, warcry and bless aid you more.

Defense

Iron Grip

150 RP.

Gives an additional 10% chance to not be disarmed. You and everyone around you also see the powergrip messages on a failed disarm.

Seen by Message
Attacker You fail to disarm [Victim]'s weapon from [his/her/its] powerful grasp.
Victim [Attacker] tries to disarm you, but your grip is too strong.
Everyone else [Attacker] tries to disarm [Victim], but [he/she/it] grips [his/her/its] weapon tightly.

In game You've adapted yourself to hold onto your weapon with an iron grip.

Lucky Bastard

150 RP.

Gives a flat 10% chance to walk away from an assassinate attempt that would otherwise have killed you.

In game Lady luck favors you, even against those who may be unseen.

Quickened Feet

150 RP.

Projectiles have a harder time finding you, and hurt less when they land.

Effect Value
Harder to hit with a projectile 20%
Additional chance the missile misses outright 15%
Resulting average chance to be hit 68%
Chance to negate all damage from a hit 35%
Chance to negate all damage from an archer path ranger 17.5%

Against a ranger on the archer path, that works out to 43.9% total damage reduction. Against everyone else, 55.8%.

In game You're quick on your feet. Projectiles may find it harder to hit their target.

Thickened Skin

75 RP.

Permanently gain an additional -25 to all four armor class categories.

In game Your skin has become thick over the years, giving it an armory texture.

Watchful Eye

100 RP.

Reduces by 20% the chance that plant, pry, and steal work on you. That covers items swapped onto your body, items pried off your body, and items or gold taken from your inventory.

In game Keeping an eye on your belongings has never been an issue.

Resistance

Maledictions normally land 3 levels below the caster, except from certain classes. These edges push specific spells lower still.

Stalwart of Faith

50 RP.

A curse lands as if it were another 3 levels lower. This affects how well you save against it and may shorten the duration.

In game Your stalwart faith makes you harder to be cursed.

Strong of Flesh

150 RP.

Spell Levels lower Affects
plague 3 Damage, duration, saves
poison 3 Damage, duration, saves
dysentery 10 Saves

Lotus scourge poison is the exception and lands at full strength.

In game You resist others attempts to disease and mangle your body.

Unshaken Believer

100 RP.

A blasphemy lands as if it were another 3 levels lower. This affects how well you save against it and may shorten the duration.

In game Your belief in your God knows no bounds. None can stray you from your path.

Recovery

Restful Body

50 RP.

You gain more hit points per tick while resting or sleeping, as long as you are below 95% health. The bonus lands after fast healing and regeneration are calculated, and before modifiers like hunger, slow, and plague apply. The exact value depends on your level and how far below maximum you are.

State Mages Non-mages
Resting +23 +16
Sleeping +25 +23

Those figures assume level 50 and 1000 maximum hit points.

In game You sleep soundly, thus gain more health while resting and sleeping.

Strong Legs

75 RP.

You gain more moves per tick. The bonus lands after every other modifier except movegain, and scales with your level and how far below maximum you are.

Characters level 35 and under can gain as much as an additional 10% per tick. At level 50 with 500 maximum moves and none left, you gain an extra 20 moves per tick, or 4%.

In game Your legs are as large as tree trunks, gaining more movement than your peers.

Strong Mind

75 RP.

You gain more mana per tick while resting or sleeping, as long as you are below 95% mana. The bonus lands after most modifiers and before managain. Effects that invert gain, like temporal storm and mana leak, apply after Strong Mind and before managain.

State Mages Non-mages
Resting +33 +18
Sleeping +50 +22

Meditating splits differently. Blademasters and monks gain up to +66 per tick. Everyone else gains up to +20.

All figures assume level 50 and 1000 maximum mana.

In game Your mind is capable of astonishing feats, and you gain more mana faster than your peers.

Utility

Cunning Businessman

100 RP.

Items in shops cost 10% less. The discount shows up when you list a vendor's stock.

In game You know your way with money, and are a smooth talker. Items in shops cost less.

Expert Packer

100 RP.

Your containers hold up to ten more items and up to 10% more weight.

In game You've discovered a magical enchantment that makes things lighter in your backpacks.

Strength of the Ox

100 RP.

You can carry an extra 100 lbs.

In game You have the strength of an ox, thus can carry far more weight than your peers.

Well Prepared

100 RP.

You can carry 2 more items than your race normally allows.

In game You have many pockets in many different pieces of clothing. You can carry more items.